def transform(self): p = math.Vector3(self.position.x, self.position.y, self.position.z) self.translate() self.rotate() if self.position != p: self.get_collisions() pass
def __init__(self, parent = None): model.Model.__init__(self, parent) tiles = [[]] self.name = "Hectare" self.dimensions = math.Vector3(10000, 10000, 10000) self.radius = self.dimensions.x / 2 self.populate_tiles() pass
def __init__(self, parent=None): model.Model.__init__(self, parent) self.position = math.Vector3(0, 0, 0) self.dimensions = math.Vector3(100000, 100000, 100000) self.radius = self.dimensions.x / 2 pass
def __init__(self, parent=None): model.Model.__init__(self, parent) self.dimensions = math.Vector3(100, 100, 100) self.radius = self.dimensions.x / 2 self.mass = 100 pass
def __init__(self): view.View.__init__(self) self.render_offset = math.Vector3(0, 0, 0) self.dimensions = math.Vector3(0, 0, 0) pass
import sys import os import array import pygame.math as math # pos_A = math.Vector3(-1,0,2) # pos_B = math.Vector3(2,-10,-7) # pos_C = math.Vector3(4,-8,8) # pos_D = math.Vector3(3,5,-1) pos_A = math.Vector3(-1,-4,0) pos_B = math.Vector3(4,7,-1) pos_C = math.Vector3(-14,-10,9) pos_D = math.Vector3(1,2,17) moon_position = [] moon_position.append(pos_A) moon_position.append(pos_B) moon_position.append(pos_C) moon_position.append(pos_D) vel_A = math.Vector3(0,0,0) vel_B = math.Vector3(0,0,0) vel_C = math.Vector3(0,0,0) vel_D = math.Vector3(0,0,0) moon_velocity = [] moon_velocity.append(vel_A) moon_velocity.append(vel_B) moon_velocity.append(vel_C) moon_velocity.append(vel_D) for count in range(1000): start_a = 0 for a in range (start_a, len(moon_position)):
def __init__(self, parent=None): model.Model.__init__(self, parent) self.name = "Homestead" self.dimensions = math.Vector3(10000, 10000, 10000) self.radius = self.dimensions.x / 2 pass
def __init__(self): self.position = math.Vector3(0, 0, 0) pass
def create_starting_cube(self): w1 = Wall(pgm.Vector3(0, 0, 0), pgm.Vector3(1, 0, 0), pgm.Vector3(1, 0, 1), pgm.Vector3(0, 0, 1)) w2 = Wall(pgm.Vector3(0, 1, 0), pgm.Vector3(1, 1, 0), pgm.Vector3(1, 1, 1), pgm.Vector3(0, 1, 1)) w3 = Wall(pgm.Vector3(0, 0, 0), pgm.Vector3(0, 1, 0), pgm.Vector3(0, 1, 1), pgm.Vector3(0, 0, 1)) w4 = Wall(pgm.Vector3(1, 0, 0), pgm.Vector3(1, 1, 0), pgm.Vector3(1, 1, 1), pgm.Vector3(1, 0, 1)) w5 = Wall(pgm.Vector3(0, 1, 1), pgm.Vector3(1, 1, 1), pgm.Vector3(1, 0, 1), pgm.Vector3(0, 0, 1)) w6 = Wall(pgm.Vector3(0, 1, 0), pgm.Vector3(1, 1, 0), pgm.Vector3(1, 0, 0), pgm.Vector3(0, 0, 0)) self.walls = [w1, w2, w3, w4, w5, w6] print('Moje ściany:') for wall in self.walls: print(wall)
def getRandomStarPosition(self): rx = 2 * (random.uniform(0, 1) - 0.5) * self.spread ry = 2 * (random.uniform(0, 1) - 0.5) * self.spread rz = (random.uniform(0, 1) + 0.00001) * self.spread return gmath.Vector3(rx, ry, rz)
def __init__(self, parent=None): model.Model.__init__(self, parent) hectares = [[]] self.dimensions = math.Vector3(100000, 100000, 0) self.radius = self.dimensions.x / 2 pass
def __init__(self): primitive_3d.Primitive3D.__init__(self) self.dimensions = math.Vector3(1, 1, 1) pass